private void Init() { battery = GetComponentInChildren<GunBehaviour>(); battery.Bullet = bullet; battery.Gun = gun; }
public void BroadcastSwitchGun(GunBehaviour gunBehaviour) { if (SwitchGunListener != null) { SwitchGunListener(gunBehaviour); } }
void Start() { _gunBehaviour = Gun.GetComponent <GunBehaviour>(); _rectTransform = this.GetComponent <RectTransform>(); newAnchoredPosition = _rectTransform.pivot; bullets = new Stack <GameObject>(); }
//https://unity3d.com/learn/tutorials/projects/space-shooter/shooting-shots?playlist=17147 void Update() { GunBehaviour gun = logicScript.retGun().GetComponent <GunBehaviour>(); if ((Input.GetKey(KeyCode.Space) || Input.touchCount > 0) && Time.time > nextFire) { Instantiate(gun, Cannon.position, Cannon.rotation); nextFire = Time.time + gun.fireRate; } }
public void SwitchWeapon() { if (Input.GetMouseButtonDown(0) && gun.GetType() == "MachineGun") { gun = gunController.GetComponent <ShotgunBehaviour>(); } else if (Input.GetMouseButtonDown(0) && gun.GetType() == "Shotgun") { gun = gunController.GetComponent <MachineGunBehaviour>(); } }
void Awake() { m_menuAnim = GetComponent <Animator>(); m_visible = false; m_player = GameObject.FindGameObjectWithTag("Player"); m_playerController = m_player.GetComponent <PlayerController>(); m_gunBehav = GameObject.FindObjectOfType <GunBehaviour>(); m_rBehav = GameObject.FindObjectOfType <RLauncherBehaviour>(); // Default weapon: m_currWeapon = m_gunBehav; }
// Use this for initialization void OnMouseDown() { if (!isDestroying) { if (gun == null) { gun = GunsManager.currentGun.GetComponent <GunBehaviour>(); } ItemSpawner.ammoOnScene--; gun.AddAmmo(10); EventsManager.Instance.BroadcastUpdateBulletsCounter(); isDestroying = true; Destroy(gameObject, 0.2f); } }
/// <summary> /// Shoot a bullet from gun point! /// </summary> public void Shoot(GunBehaviour gunBehaviour) { //TODO Do this with new POOL!!!! POOL POOL POOL //Get a bullet GameObject bullet = Instantiate(bulletPrefab); Bullet b = bullet.GetComponent <Bullet> (); b.ownerTeam = gunBehaviour.team; //Get rigid bullet Rigidbody2D rigid = bullet.GetComponent <Rigidbody2D>(); //SHOOT with transform info bullet.transform.position = gunBehaviour.GunBulletPoint.position; bullet.transform.rotation = gunBehaviour.GunBulletPoint.rotation; rigid.velocity = gunBehaviour.GunBulletPoint.right * BulletSpeed.Value; }
// Use this for initialization void Start () { _player = Player.current.transform; _gun = GunBehaviour.Gun; }
private void Awake() { inventory = GetComponent <AllGunStatus>(); weaponManager = GetComponent <WeaponManager>(); gunBehaviour = GetComponentInChildren <GunBehaviour>(); }
void Start () { hasGun = false; hasKey = false; health = 1; audio.playOnAwake = false; pickupGUI = GameObject.Find ("GUIText_displaymessagetouser").GetComponent<DisplayMessageToUser>(); healthBarUpdate = GameObject.Find ("healthbar").GetComponent<HealthBar>(); guiAmmo = GameObject.Find ("GUIText_ammo"); crosshairObject = GameObject.Find ("GUITexture_crossHair"); gunAmmo = gameObject.GetComponent<GunBehaviour>(); ChangeGUITexture(false, "Gun"); ChangeGUITexture(false, "Key"); }
void OnDestroy() { Gun = null; }
protected override void OnAwake() { Gun = this; }
// Start is called before the first frame update void Start() => battery = GetComponentInChildren<GunBehaviour>();
// Use this for initialization void Start() { _player = Player.current.transform; _gun = GunBehaviour.Gun; }
public bool AddItem(int id) { ItemData itemToAdd = database.FetchItemByID(id); if (itemToAdd != null) { int existingItemIndex = FindFirstItemInInventory(itemToAdd.ID); //stack if item is stackable and already in inventory (-1 = no existing item) if (itemToAdd.Stackable && existingItemIndex != -1) { UIItem existingUIItem = inventorySlots [existingItemIndex].GetComponentInChildren <UIItem> (); existingUIItem.amount++; existingUIItem.transform.GetComponentInChildren <Text> ().text = existingUIItem.amount.ToString(); return(true); } else { //new item not present in inventory for (int i = 0; i < inventoryItems.Count; i++) { //if there is a free slot if (inventoryItems [i].ID == -1) { inventoryItems [i] = itemToAdd; //create visualization for item, position relative to parent slot GameObject itemObject = Instantiate(inventoryItem); UIItem itemUIObject = itemObject.gameObject.GetComponent <UIItem> (); itemUIObject.item = itemToAdd; //OPTIMISE: remember item original slot for Drag'n'Drop logic, a bit messy itemUIObject.slotID = i; itemUIObject.amount = 1; //positioning and hierarchy itemObject.transform.SetParent(inventorySlots [i].transform); itemObject.transform.localPosition = Vector2.zero; itemObject.GetComponent <Image> ().sprite = itemToAdd.Sprite; itemObject.name = itemToAdd.Title; //UGLY-ASS TEMPORARY CODE FIXME List <string> availableGuns = new List <string> { "revolver", "shotgun", "rifle" }; List <string> availableProjectiles = new List <string> { "throwing_knife" }; //if gun if (availableGuns.Contains(itemToAdd.Slug)) { GunBehaviour gunLogic = itemObject.AddComponent <GunBehaviour> (); gunLogic.GunData = Resources.Load("scriptable_objects/guns/" + itemToAdd.Slug) as GunData; gunLogic.InitialChecks(); } //if knifes else if (availableProjectiles.Contains(itemToAdd.Slug)) { ThrowBehaviour throwLogic = itemObject.AddComponent <ThrowBehaviour> (); throwLogic.ProjectileData = Resources.Load("scriptable_objects/projectiles/" + itemToAdd.Slug) as ProjectileData; throwLogic.InitialChecks(); } //if clothing if (itemToAdd.Type == ItemData.ItemType.clothing) { ClothingBehaviour clothingLogic = itemObject.AddComponent <ClothingBehaviour> (); clothingLogic.associatedItem = itemToAdd; clothingLogic.itemInstance = itemObject.GetComponent <UIItem> (); clothingLogic.spriteSwitcher = playerAnimationManager.bodySprites[(int)itemToAdd.Clothing]; } if (itemToAdd.CanBeEquipped) { //equip this object (and de-equip similar type items if not clothing) EquipItem(itemUIObject, true); } //don't add the item to every free slot: get out of the loop! return(true); } } return(false); } } else { Debug.Log("Couldn't find item to add (id = " + id); return(false); } }
public override void OnInspectorGUI() { //public LayerMask layers; serializedObject.Update(); GunBehaviour targetscript = (GunBehaviour)target; //--------------------------------------------------------------------------------------------------------------------------------------------- EditorGUILayout.LabelField("Camera GameObject", EditorStyles.boldLabel); targetscript.cam_go = (GameObject)EditorGUILayout.ObjectField(targetscript.cam_go, typeof(GameObject), true); EditorGUILayout.HelpBox("In this field you put the camera which the player is using. This can not be empty", MessageType.Warning); //--------------------------------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------------------------------- EditorGUILayout.LabelField("Bullet GameObject", EditorStyles.boldLabel); targetscript.bullet = (GameObject)EditorGUILayout.ObjectField(targetscript.bullet, typeof(GameObject), true); EditorGUILayout.HelpBox("In this field you put the bullet that the weapon shoots", MessageType.Info); //--------------------------------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------------------------------- EditorGUILayout.LabelField("ShotPoint", EditorStyles.boldLabel); targetscript.shotpoint = (GameObject)EditorGUILayout.ObjectField(targetscript.shotpoint, typeof(GameObject), true); EditorGUILayout.HelpBox("In this field you put the spawnpoint for the bullet", MessageType.Info); //--------------------------------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------------------------------- targetscript.WantsBump = EditorGUILayout.Toggle("Wants Bump", targetscript.WantsBump); if (targetscript.WantsBump == true) { targetscript.player_With_Rigidbody = (GameObject)EditorGUILayout.ObjectField("Player with RigidBody", targetscript.player_With_Rigidbody, typeof(GameObject), true); targetscript.BumpForce = EditorGUILayout.FloatField("Bump Force", targetscript.BumpForce); } //--------------------------------------------------------------------------------------------------------------------------------------------- EditorGUILayout.LabelField("Inputs", EditorStyles.largeLabel); targetscript.FireButton = EditorGUILayout.TextField("Fire Button", targetscript.FireButton); targetscript.RealoadButton = EditorGUILayout.TextField("Reload Button", targetscript.RealoadButton); //------------------------------------------ERROOO--------------------------------------------------------------------------------------------------- //EditorGUILayout.LabelField("Layers", EditorStyles.boldLabel); //targetscript.layers = EditorGUILayout.LayerField(targetscript.layers.value, targetscript.layers); //------------------------------------------ERROOO--------------------------------------------------------------------------------------------------- EditorGUILayout.LabelField("Ammo Info", EditorStyles.largeLabel); targetscript.maxMagazineSize = EditorGUILayout.IntField("Max Magazine Size", targetscript.maxMagazineSize); targetscript.currentMagazineBullets = EditorGUILayout.IntField("Current Magazine Bullets", targetscript.currentMagazineBullets); targetscript.force = EditorGUILayout.FloatField("ShotForce", targetscript.force); targetscript.Damage = EditorGUILayout.FloatField("Bullet Damage", targetscript.Damage); targetscript.FireRate = EditorGUILayout.FloatField("Fire Rate", targetscript.FireRate); EditorGUILayout.LabelField("Weapon Info", EditorStyles.largeLabel); targetscript.WantsBurstFire = EditorGUILayout.Toggle("Wants Burst Fire", targetscript.WantsBurstFire); if (targetscript.WantsBurstFire == true) { targetscript.burstTime = EditorGUILayout.FloatField("Time between bullets", targetscript.burstTime); targetscript.AmmountBurst = EditorGUILayout.IntField("Number of bullets", targetscript.AmmountBurst); } targetscript.WantsMaxSuppBullets = EditorGUILayout.Toggle("Wants Supp Bullets", targetscript.WantsMaxSuppBullets); if (targetscript.WantsMaxSuppBullets == true) { targetscript.maxSuppBullets = EditorGUILayout.IntField("Ammo Max Supply", targetscript.maxSuppBullets); targetscript.currentSuppBullets = EditorGUILayout.IntField("Ammo Current Supply", targetscript.currentSuppBullets); } targetscript.wantSpecificAmmo = EditorGUILayout.Toggle("Specific Ammo", targetscript.wantSpecificAmmo); if (targetscript.wantSpecificAmmo == true) { targetscript.ammo = (AmmoType)EditorGUILayout.ObjectField("Ammo Type", targetscript.ammo, typeof(AmmoType), true); } //--------------------------------------------------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------------------------------------------------- targetscript.wantsRecoil = EditorGUILayout.Toggle("Wants Recoil", targetscript.wantsRecoil); if (targetscript.wantsRecoil == true) { targetscript.max_uprecoil = EditorGUILayout.FloatField("Max Up Recoil", targetscript.max_uprecoil); targetscript.max_rightrecoil = EditorGUILayout.FloatField("Max Right Recoil", targetscript.max_rightrecoil); targetscript.increment_uprecoil = EditorGUILayout.FloatField("Increment Up Recoil", targetscript.increment_uprecoil); targetscript.increment_rightrecoil = EditorGUILayout.FloatField("Increment Right Recoil", targetscript.increment_rightrecoil); targetscript.decrement_recoil = EditorGUILayout.FloatField("Decrement All Recoil", targetscript.decrement_recoil); } //--------------------------------------------------------------------------------------------------------------------------------------------- if (GUILayout.Button("Save")) { Debug.Log("Save Button Pressed"); serializedObject.ApplyModifiedProperties(); } //DrawDefaultInspector(); }
// Start is called before the first frame update void Start() { Cursor.lockState = CursorLockMode.Locked; gb = Weapon.GetComponent <GunBehaviour>(); }
private void PlayerSwitchedGun(GunBehaviour gunBehaviour) { gun = gunBehaviour; }
protected override void OnAwake () { Gun = this; }
void Start() { gun = gunController.GetComponent <MachineGunBehaviour>(); ammo = "Explosive"; }